Hi everyone.<br><br>I'm André and I want to get involved with Blender development, so I thought about applying for GSoC. I understand getting involved doesn't need to be through GSoC and I don't intend to do only through the program. I've successfully managed to compile blender (windows + scons + mingw) and contacted Moguri, to contribute to the BGE Python API cleanup. I also sent a patch last night, with a few changes [1][2].<br>
<br>[1] <a href="http://projects.blender.org/tracker/?func=detail&aid=18102&group_id=9&atid=306">http://projects.blender.org/tracker/?func=detail&aid=18102&group_id=9&atid=306</a><br>[2] <a href="http://pasteall.org/4652/diff">http://pasteall.org/4652/diff</a><br>
<br>Improve and optimize Blender's Raytrace intersection acceleration structure - I could work on this but I'm not familiar with the BIH, KD-tree, BVH, so I'd have to take some time to study it and write the proposal.<br>
<br>OpenGL Rendering Performance improvement in the viewport - I've been using OpenGL for a few months now, thanks to a university class, and I have a few resources to study from. I haven't used vertex arrays or vertex buffer objects yet, though. <br>
<br>NURBS enhancement - this idea sounds interesting, but I still need to delve deep into NURBS and its workings to be of help.<br><br>Non-Traditional Devices - I have a couple of non-traditional devices that could be used - a Wacom Tablet and a Phantom Omni [2]. I use the Phantom in a computer graphics and virtual reality lab I work, in the university, and it is desirable to implement modelling using the haptic device. So, is there a project to integrate blender and phantom? I was thinking about proposing the integration, with haptic feedback to feel the objects, and perhaps, if there is time, implement haptic sculpt mode.<br>
<br>[2] <a href="http://www.sensable.com/haptic-phantom-omni.htm">http://www.sensable.com/haptic-phantom-omni.htm</a><br><br>These are my ideas and I'd like to hear from you about their feasability.<br><br>Thank you for your time.<br>
André.<br>